dForce sims to un-subdivied polys: weird

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Since I needed to up my poly counts on my simmed goodies to have a shot at the Daz store, I've gone from meshes with 1-2k polys up to 10-15k, with the resulting polys being smaller than the polys in the base figures (they have more polys, but also have hands, mouths, etc., which use up a lot of geometry). Before, with a looser mesh, I wouldn't get as supple folding on the cloth. Subdividing the meshes once or even twice yields nicer results, except…when it's directly on top of a Genesis figure. Then the denser mesh gets weird dimpling. I think thats because dForce doesn't use a subdivision algorithm in it's calculations, so it's trying to fit the simmed mesh to the edges you get from a level-0, un-subdivided mesh. At least that's what I think is happening. If I do the same sim with the collision mesh set to screen the effect is lessened. For the most part, this doesn't matter, because a smoothing modifier largely fixes it, but how annoying.
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